Re: Frame System
Andreas Zehender <[email protected]> Tue, 03 Oct 2006 18:34:32 +0200
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
Hi Miguel, Miguel Angel G=F3mez M=E1rquez schrieb: > ---- > IMO these defines should never make it into the povray code > ----- > > Why? I've used them, and they worked. > (watch the video i sent you, there is a render (animated) example of it) > Yes, It's a nice idea but it hardly fits into the architecture of = KPovModeler. What I had in mind is to loosely connect the animation objects or = scripts with the animated objects, what means that the objects have no = idea that they are animated. Following your idea, an object A has to know that property B is modified = by the animation system and should be exported to povray not with the = actual value but with a constant and it has to know the name of that = constant. Every single object and every single attribute. Just think = about how to implement that without modifying every object, and = implementing that in a plugin is not possible at all. If you bring up a = good solution here you can convince me :-p It is a little drawback that with my system every frame has to be = exported as separate povray file, but IMHO that's really only a little = drawback. The main bottleneck is rendering of the scene, not the IO or = disc space. When a single frame should be rendered, there is no = difference. When the whole animation should be rendered, KPovModeler = exports the first frame, renders that with povray (maybe parallel in a = cluster). While povray renders one frame, KPovModeler can prepare the = next frame in background and so on. The main advantage is that animation with scripting or other method that = modify objects with the existing property system is that no single line = of code has to be changed in individual objects. Regards, Andreas List archive and information: https://mail.kde.org/mailman/listinfo/kpovmod= eler-devel